• 제목/요약/키워드: digital designing

검색결과 652건 처리시간 0.028초

에너지 디지털 트윈을 위한 요구사항 분석 및 AAS 설계 (Requirments Analysis and AAS Design for Energy Digital Twin)

  • 박기식;오성진;강창구;성인모
    • 스마트미디어저널
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    • 제9권4호
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    • pp.109-117
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    • 2020
  • 최근 디지털 트윈은 제4차 산업혁명의 도래와 더불어 물리적 시스템과 사이버 시스템을 연계하고 통합하는 중요한 기술로 부각되고 있다. 본 논문에서는 에너지 분야의 전력기자재 디지털 트윈화를 위하여 필요한 디지털 트윈화의 절차에 따른 요구사항을 분석하고, 또한 이러한 디지털 트윈을 구축하기 위한 핵심 구성요소라 할 수 있는 인더스트리 4.0 기반의 AAS(Asset Administration Shell)의 개념과 기능 및 특성 분석을 기반으로 구체적인 설계를 하였다. 하지만, 아직까지는 국내·외 적으로 디지털 트윈구현을 위한 공통된 플랫폼이나 실증 모델에 관해서는 많은 연구가 이루어 지지 못하고 있는 상황이므로, 본 논문에서는 에너지 분야의 전력기자재 디지털 트윈화를 염두에 두고 디지털 트윈 플랫폼 구축하는데 필요한 핵심 요구사항을 분석하고, 실제 디지털 트윈을 구축함에 있어서 핵심적 역할을 수행하게 될 AAS의 기능과 특성을 기반으로 실제로 전력기자재를 대상으로한 AAS의 설계를 함으로써 향후 스마트 에너지 디지털 트윈을 구축 및 실증을 위한 절차와 구체적 기능들을 제시하고자 하였다.

3D 디지털 애니메이션 모델을 활용한 의상 시뮬레이션에 관한 연구 I (A Study on the Application of 3D Digital Animation Model for Fashion Design I)

  • 김혜영
    • 복식
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    • 제50권2호
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    • pp.97-109
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    • 2000
  • The purpose of this study is to apply 3D computer graphics in fashion design as a creative medium and it attempts to fine out what advantages 3D technique can offer to fashion design. For this purpose, this study, first, tries to develop a 3D digital model in which designer can select design, color , pattern and fabric palette whatever necessary . This study uses of the software named 'Poser of Fractal Design' and the and the 3D digital model comprises four stages ; body modeling, item design (item coordination), color design (color coordination), pattern and fabric design (pattern and fabric coordination). Secondly, this study seeks to accumulate a data base which was produced in the course of case studies, which have applied 3D digital model to design. The outcome of the case studies shows that 3D digital model can enhance designing in the following four aspects. ⅰ) It can give more freedom to designer to try various ideas, revise and modify them, It can also produce random generation. Through this process, the designer test various input and output without damage on fabric after revision and alteration. ⅱ) It can help designers to enhance their accuracy. Since fault in the design developed by the 3D digital model can be detected in advance, designers can make correlation before actual work begins. In the end, designers can express their ideas and intention accurately as well as freely. ⅲ) Since design developed by the 3D digital model can be shared on screen by various actors in the course of priduction such designers , merchandisers, and supervisors, it can help communication between and cut the time of feedback.ⅳ) By using the 3D digital model, designers can work from the begining with awareness of actual outcome their design, since the 3D digital model provide animation, which helps designers to envisage visual changes as they apply various items, colors, pattern and fabrics.

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디지털 클로딩에 의한 웨딩드레스 디자인 개발 (A Development of Wedding Dress Design by Digital Clothing)

  • 이서윤;조규화;김지영
    • 패션비즈니스
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    • 제18권2호
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    • pp.166-182
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    • 2014
  • The purpose of this study is to develop a wedding dress design using digital clothing program to produce an actual dress. The level of actualization of the wedding dress design through digital clothing was evaluated by comparing the shape, ornament details, material, and tone. Also, the direction of improvement was sought by apprehending the limitations for the future of wedding dress design created by digital clothing. In order to evaluate the level of actualization on major design techniques of wedding dress, design planning of 4 dresses was performed based on the major images of wedding dresses. Virtual dress was created using DC Suite program and an actual wedding dress was produced using the pattern created in the process of virtual dress designing. The wedding dress designed by digital clothing was superior in silhouette or expression of pleats, but they rather lacked in expressing corsage, 3-dimensional objects, sheen material or double material. However, by supplementing a few functions, digital clothing can be effectively utilized in wedding dress design with the convenience and speed of digital operation. The digital clothing performs rapid production in the design development stage, modifies simply and confirms in real time and is highly effective, Therefore, if a program designed for wedding dress is developed, its effectiveness will be improved to maximize the customer satisfaction, and it will significantly reduce the time and cost which will make a great contribution to the wedding industry.

고속 무선 전송시스템을 위한 All-Digital QPSK 복조기의 설계 (A Design of All-Digital QPSK Demodulator for High-Speed Wireless Transmission Systems)

  • 고성찬;정지원
    • 한국산업정보학회논문지
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    • 제8권1호
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    • pp.83-91
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    • 2003
  • 본 논문에서는 QPSK 방식을 채용하는 고속 무선 전송 시스템에 적용될 수 있는 all-digital QPSK 복조기에 대해서, 복조기에 소요되는 알고리즘들을 고찰하고 이를 구현하기 위한 H/W구조에 대해서 언급한다. All-digital QPSK 복조기를 구현하기 위해서, 비트 동기를 포착하는 심볼 동기부와 반송파 동기를 포착하는 반송파 동기부가 구현되어야 하는데, 심볼 동기부로는 Gardner 알고리즘을, 반송파 동기부로는 빠른 반송파 포착을 위한 Decision-Directed 동기화 알고리즘을 적용하여 설계, 구현하였다. 설계한 QPSK 복조기를 Altera사의 Design Compiler를 이용하여 CPLD-EPF10K100GC 503-4 칩에 합성해 본 결과 약 2.6 Mbps의 전송속도까지 복조가능하였다. Speed grade 1인 CPLD칩에서 구현하면 5배 정도 고속화가 가능하고, 설계된 all-digital QPSK 복조기를 ASIC으로 구현할 경우 CPLD 속도의 5∼6배 이상 고속화가 가능하므로 약 50 Mbps급 all-digital QPSK 복조가 가능하다.

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직접변환방식을 이용한 멀티캐리어 디지털 송신기 설계 (Design of Multi-carrier Digital Transmitter Using a Direct Conversion Scheme)

  • 신관호;조성언;오창헌
    • 한국통신학회논문지
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    • 제28권6A호
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    • pp.425-432
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    • 2003
  • 본 논문에서는 직접변환방식을 이용한 CDMA 기지국용 멀티캐리어 디지털 송신기를 설계하고 시뮬레이션을 통해 그 성능을 검증해 보았다. 먼저, 멀티캐리어 송신기를 설계하기 위해 필요한 새로운 기술들을 검토해보고, 이 새로운 기술을 적용하여 멀티캐리어 송신기를 설계하고 시뮬레이션 하였다. 설계와 시뮬레이션은 Agilent Technologies사의 RF 시뮬레이션 S/W인 ADS (Advanced Design System)을 사용하였으며, 디지털 블록과 아날로그 블록으로 나누어 설계한 후 두 블록을 co-simulation하여 결과를 분석하였다. 결과에 의하면, 직접변환방식을 이용하여 멀티캐리어 디지털 송신기를 구현한 경우 최종 아날로그출력이 시스템의 요구조건 (IS-97 & 3G TS 25.104) 인 스펙트럼 마스크 특성을 만족하였다. 이것은 제안한 멀티캐리어 디지털 송신기의 성능이 CDMA 기지국에 적용될 수 있다는 것을 의미한다. 따라서, 본 논문에서 제안한 직접변환방식을 이용한 멀티캐리어 디지털 송신기는 향후 CDMA 기지국에 적용되어 구현될 때, 가격적으로나 기술적으로 한 단계 발전된 시스템을 구현할 수 있다.

A Study on Affordance Dimensions of Digital Services for the Elderly through the Analysis of Senior Adults' Daily Activities

  • Park, Soobeen
    • Architectural research
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    • 제10권2호
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    • pp.11-20
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    • 2008
  • Designing environments for the elderly includes studying changes in the elderly themselves, changes in their environment, and changes in the intercommunication between the elderly and their environment. The purpose of this study is to provide guidelines for a ubiquitous environment in which seniors can "age in place," using an environment-behavioral approach. 305 subjects aged 45 to 78 take part in the survey research. Temporal sequence (age groups) and behavior (daily activities) are considered as the significant variables to design digital services for the elderly in the perspective of an environment-behavioral approach. Several conclusions can be made. (1) The characteristics of subjects in the over-65 age group shows that they manage an independent lifestyle even if they realize some body functions deteriorate as they age. (2) Over-65 age group is more engaged in healthcare and pastime activities. The male subjects of it are most inactive. (3) The IDA (importance of daily activities) and FDA (frequency of daily activities) are classified by five to six factors in each group. The IDA and FDA of the group aged over 65 differ from other age groups. (4) Five affordance dimensions of digital services for the elderly are proposed: Healthcare, Domesticity, Mobility & Security, Network, and Recreation & Pastime. These affordance dimensions will help research groups or companies design ubiquitous environments to enhance the quality of life of seniors.

인문학 기반 데이터 리터러시 모형 설계에 관한 연구 (A Study on Design of Data Literacy Model Based on Digital Humanities)

  • 한상우
    • 정보관리학회지
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    • 제37권1호
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    • pp.179-195
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    • 2020
  • 데이터의 중요성이 높아짐에 따라 최근 데이터 리터러시가 중요한 개념으로 등장하였다. 본 연구는 인문학 기반 데이터 리터러시 모형을 설계하는 것을 목적으로 한다. 이를 위해 데이터 리터러시 관련 연구를 분석하여 도출한 데이터 리터러시 세부 역량과 디지털 인문학 교육 프로그램의 주요 내용을 분석하여 인문학의 주요한 교육 내용을 결합하여 데이터 리터러시 모형을 설계하였다. 본 연구의 결과인 데이터 리터러시 모형을 적용하여 대학에서 데이터 리터러시 교과 운영시 적용이 가능할 것이며, 향후 데이터 리터러시의 효과성을 평가하는 후속연구를 제안하고자 한다.

건축분야에서의 스토리텔링 기법 활용방안 연구 (A Research on the Uses of Storytelling Approach for Architecture)

  • 윤기병
    • 한국주거학회논문집
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    • 제18권1호
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

지적장애를 동반한 사지마비형 뇌성마비 아동의 주의집중력 향상을 위한 아이트래커기반 게임화 요소 연구 (A Study on The Gamification Elements of Eye-tracker for Improving Attention Concentration of Children with Quadratic Palsy with Intellectual Disability)

  • 정윤아;우탁
    • 한국게임학회 논문지
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    • 제20권4호
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    • pp.57-66
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    • 2020
  • 본 논문에서는 아이트래커를 활용한 상호작용 요소들과 지적장애아 주의집중력의 특성을 분석하여 디지털콘텐츠를 설계 할 때 활용할 수 있는 게임화 요소들을 제시한다. 사지마비형 뇌성마비 아동에게 아이트래커는 디지털콘텐츠의 접근성을 높여 줄 것이다. 전경적 게임화는 선택적 주의집중력을, 배경적 게임화와 내재적 동기 유발은 주의집중력의 지속을, 전경적 게임화와 외재적 동기 유발은 주의집중의 이동능력을 위해 활용될 수 있다.

Investigating Factors Affecting Automated Question Triage for Social Reference: A Study of Adopting Decision Factors from Digital Reference

  • 박종도
    • 한국문헌정보학회지
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    • 제49권1호
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    • pp.483-511
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    • 2015
  • The efficiency and quality of the social reference sites are being challenged because a large quantity of the questions have not been answered or satisfied for quite a long time. Main goal of this study is to investigate important factors that affect the performance of question triage to relevant answerers in the context of social reference. To achieve the goal, expert finding techniques were used to construct an automated question triage approach to resolve this problem. Furthermore, important factors affecting triage decisions in digital reference were first examined, and extended them to the social reference setting by investigating important factors affecting the performance of automated question triage in the social reference setting. The study was conducted using question-answer pairs collected from Ask Metafilter. For the evaluation, logistic regression analyses were conducted to examine which factors would significantly affect the performance of predicting relevant answerers to questions. The results of the current study have important implications for research and practice in automated question triage for social reference. Furthermore, the results will offer insights into designing user-participatory digital reference systems.